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![[Post New]](/s/i/i.gif) 2018/11/13 03:49:02
Subject: ORK Stratagem - Unstoppable green tide
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Fresh-Faced New User
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Narrative play Ambush game. Orks are leading a mashup of Xenos out from the road and on turn 1 are charged by a librarian dreadnaught. The 24+ boyz mob is struck down to 14 boyz who the fail morale but Gahzgul kills three and makes them stay in the fight after a bad morale roll. 11 boyz locked in mellee with a dreadnaught.
Out comes the Ork codex and at the appropriate time (memory fails me) the ork player spends three command points using "Unstoppable green tide" on the 11 boyz squad locked in mellee with the dreadnaught, removes the squad, teleport them with the usual 9in rule and completely reconstituted that squad to it's original strength 24+.
Wtf?
Imperial Fist
Still waiting on a Chapter Master model
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This message was edited 1 time. Last update was at 2018/11/13 03:50:48
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![[Post New]](/s/i/i.gif) 2018/11/13 04:00:51
Subject: ORK Stratagem - Unstoppable green tide
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Boosting Space Marine Biker
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"Unstoppable Green Tide (3 CP): Use at the end of Movement Phase. Choose a unit of Boyz with less than half of the models it had at the beginning, remove it from the field and field it back at full force within 6" from borders and within 9" from enemy units. Can be used only once. Cannot be used on units formed by Mob Up!."
Your friend appears to have used it correctly, as long as they used it at the end of their subsequent movement phase.
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![[Post New]](/s/i/i.gif) 2018/11/13 04:05:50
Subject: Re:ORK Stratagem - Unstoppable green tide
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Fresh-Faced New User
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We all agreed (6 of us) on what it said and he was able to use it. I guess my question is did they screw up that stratagem I mean the unit was locked in mellee.
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![[Post New]](/s/i/i.gif) 2018/11/13 04:10:12
Subject: ORK Stratagem - Unstoppable green tide
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Boosting Space Marine Biker
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There's no restriction against using it on a unit in melee. There's a few other stratagems/powers that work the same way, they're real good.
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![[Post New]](/s/i/i.gif) 2018/11/13 09:06:42
Subject: ORK Stratagem - Unstoppable green tide
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Norn Queen
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It's perfectly legal to use it on a unit that is within 1" of an enemy, assuming you use it at the correct time of course.
Keep in mind that units removed like this via stratagems loose any persistent buffs (e.g. Warpath), but units that are removed via Psychic Powers (e.g. Da Jump) keep persistent buffs.
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![[Post New]](/s/i/i.gif) 2018/11/13 10:31:44
Subject: ORK Stratagem - Unstoppable green tide
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Growlin' Guntrukk Driver with Killacannon
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BaconCatBug wrote:It's perfectly legal to use it on a unit that is within 1" of an enemy, assuming you use it at the correct time of course.
Keep in mind that units removed like this via stratagems loose any persistent buffs (e.g. Warpath), but units that are removed via Psychic Powers (e.g. Da Jump) keep persistent buffs.
Would they loose the 'ard boyz upgrade?
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Brutal, but kunning! |
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![[Post New]](/s/i/i.gif) 2018/11/13 11:21:47
Subject: ORK Stratagem - Unstoppable green tide
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Norn Queen
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Gitdakka wrote: BaconCatBug wrote:It's perfectly legal to use it on a unit that is within 1" of an enemy, assuming you use it at the correct time of course.
Keep in mind that units removed like this via stratagems loose any persistent buffs (e.g. Warpath), but units that are removed via Psychic Powers (e.g. Da Jump) keep persistent buffs.
Would they loose the 'ard boyz upgrade?
They wouldn't? Sorry if I was unclear I was referring to the faq. You won't lose ard boyz but will lose warpath.
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